Here are the examples of the csharp api UnityEngine.Object.Instantiate(UnityEngine.Object) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
315 Examples
19
Source : GraphScenePrefabs.cs
with Apache License 2.0
from activey
with Apache License 2.0
from activey
public GameObject InstantiateNode()
{
GameObject node = Instantiate (NodePrefab);
node.transform.SetParent (transform);
return node;
}
19
Source : GraphScenePrefabs.cs
with Apache License 2.0
from activey
with Apache License 2.0
from activey
public GameObject InstantiateEdge()
{
GameObject edge = Instantiate (EdgePrefab);
edge.transform.SetParent (transform);
return edge;
}
19
Source : AnarchyManager.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private IEnumerator OnGameWasOpened()
{
var back = new GameObject("TempBackground").AddComponent<BackgroundOnStart>();
yield return StartCoroutine(Anarchyreplacedets.LoadreplacedetBundle());
Instantiate(Anarchyreplacedets.Load("UIManager"));
Instantiate(Anarchyreplacedets.Load("LoadScreen"));
Destroy(back);
}
19
Source : CharacterMaterials.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public static void Init()
{
if (initialized)
{
return;
}
initialized = true;
Materials = new Dictionary<string, Material>();
NewMaterial("AOTTG_HERO_3DMG");
NewMaterial("aottg_hero_AHSS_3dmg");
NewMaterial("aottg_hero_annie_cap_causal");
NewMaterial("aottg_hero_annie_cap_uniform");
NewMaterial("aottg_hero_brand_sc");
NewMaterial("aottg_hero_brand_mp");
NewMaterial("aottg_hero_brand_g");
NewMaterial("aottg_hero_brand_ts");
NewMaterial("aottg_hero_skin_1");
NewMaterial("aottg_hero_skin_2");
NewMaterial("aottg_hero_skin_3");
NewMaterial("aottg_hero_casual_fa_1");
NewMaterial("aottg_hero_casual_fa_2");
NewMaterial("aottg_hero_casual_fa_3");
NewMaterial("aottg_hero_casual_fb_1");
NewMaterial("aottg_hero_casual_fb_2");
NewMaterial("aottg_hero_casual_ma_1");
NewMaterial("aottg_hero_casual_ma_1_ahss");
NewMaterial("aottg_hero_casual_ma_2");
NewMaterial("aottg_hero_casual_ma_3");
NewMaterial("aottg_hero_casual_mb_1");
NewMaterial("aottg_hero_casual_mb_2");
NewMaterial("aottg_hero_casual_mb_3");
NewMaterial("aottg_hero_casual_mb_4");
NewMaterial("aottg_hero_uniform_fa_1");
NewMaterial("aottg_hero_uniform_fa_2");
NewMaterial("aottg_hero_uniform_fa_3");
NewMaterial("aottg_hero_uniform_fb_1");
NewMaterial("aottg_hero_uniform_fb_2");
NewMaterial("aottg_hero_uniform_ma_1");
NewMaterial("aottg_hero_uniform_ma_2");
NewMaterial("aottg_hero_uniform_ma_3");
NewMaterial("aottg_hero_uniform_mb_1");
NewMaterial("aottg_hero_uniform_mb_2");
NewMaterial("aottg_hero_uniform_mb_3");
NewMaterial("aottg_hero_uniform_mb_4");
NewMaterial("hair_annie");
NewMaterial("hair_armin");
NewMaterial("hair_boy1");
NewMaterial("hair_boy2");
NewMaterial("hair_boy3");
NewMaterial("hair_boy4");
NewMaterial("hair_eren");
NewMaterial("hair_girl1");
NewMaterial("hair_girl2");
NewMaterial("hair_girl3");
NewMaterial("hair_girl4");
NewMaterial("hair_girl5");
NewMaterial("hair_hanji");
NewMaterial("hair_jean");
NewMaterial("hair_levi");
NewMaterial("hair_marco");
NewMaterial("hair_mike");
NewMaterial("hair_petra");
NewMaterial("hair_rico");
NewMaterial("hair_sasha");
NewMaterial("hair_mikasa");
Texture mainTexture = (Texture)Object.Instantiate(Resources.Load("NewTexture/aottg_hero_eyes"));
Material material = (Material)Object.Instantiate(Resources.Load("NewTexture/MaterialGLreplaced"));
material.mainTexture = mainTexture;
Materials.Add("aottg_hero_eyes", material);
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void Create3DMG()
{
UnityEngine.Object.Destroy(this.part_3dmg);
UnityEngine.Object.Destroy(this.part_3dmg_belt);
UnityEngine.Object.Destroy(this.part_3dmg_gas_l);
UnityEngine.Object.Destroy(this.part_3dmg_gas_r);
UnityEngine.Object.Destroy(this.part_blade_l);
UnityEngine.Object.Destroy(this.part_blade_r);
if (this.myCostume.mesh_3dmg.Length > 0)
{
this.part_3dmg = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg));
this.part_3dmg.transform.position = this.mount_3dmg.transform.position;
this.part_3dmg.transform.rotation = this.mount_3dmg.transform.rotation;
this.part_3dmg.transform.parent = this.mount_3dmg.transform.parent;
this.part_3dmg.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
}
if (this.myCostume.mesh_3dmg_belt.Length > 0)
{
this.part_3dmg_belt = this.GenerateCloth(this.reference, "Character/" + this.myCostume.mesh_3dmg_belt);
this.part_3dmg_belt.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
}
if (this.myCostume.mesh_3dmg_gas_l.Length > 0)
{
this.part_3dmg_gas_l = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg_gas_l));
if (this.myCostume.uniform_type != UNIFORM_TYPE.CasualAHSS)
{
this.part_3dmg_gas_l.transform.position = this.mount_3dmg_gas_l.transform.position;
this.part_3dmg_gas_l.transform.rotation = this.mount_3dmg_gas_l.transform.rotation;
this.part_3dmg_gas_l.transform.parent = this.mount_3dmg_gas_l.transform.parent;
}
else
{
this.part_3dmg_gas_l.transform.position = this.mount_3dmg_gun_mag_l.transform.position;
this.part_3dmg_gas_l.transform.rotation = this.mount_3dmg_gun_mag_l.transform.rotation;
this.part_3dmg_gas_l.transform.parent = this.mount_3dmg_gun_mag_l.transform.parent;
}
this.part_3dmg_gas_l.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
}
if (this.myCostume.mesh_3dmg_gas_r.Length > 0)
{
this.part_3dmg_gas_r = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg_gas_r));
if (this.myCostume.uniform_type != UNIFORM_TYPE.CasualAHSS)
{
this.part_3dmg_gas_r.transform.position = this.mount_3dmg_gas_r.transform.position;
this.part_3dmg_gas_r.transform.rotation = this.mount_3dmg_gas_r.transform.rotation;
this.part_3dmg_gas_r.transform.parent = this.mount_3dmg_gas_r.transform.parent;
}
else
{
this.part_3dmg_gas_r.transform.position = this.mount_3dmg_gun_mag_r.transform.position;
this.part_3dmg_gas_r.transform.rotation = this.mount_3dmg_gun_mag_r.transform.rotation;
this.part_3dmg_gas_r.transform.parent = this.mount_3dmg_gun_mag_r.transform.parent;
}
this.part_3dmg_gas_r.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
}
if (this.myCostume.weapon_l_mesh.Length > 0)
{
this.part_blade_l = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.weapon_l_mesh));
this.part_blade_l.transform.position = this.mount_weapon_l.transform.position;
this.part_blade_l.transform.rotation = this.mount_weapon_l.transform.rotation;
this.part_blade_l.transform.parent = this.mount_weapon_l.transform.parent;
this.part_blade_l.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
if (this.part_blade_l.transform.Find("X-WeaponTrailA"))
{
this.part_blade_l.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>().Deactivate();
this.part_blade_l.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>().Deactivate();
if (base.gameObject.GetComponent<HERO>())
{
base.gameObject.GetComponent<HERO>().leftbladetrail = this.part_blade_l.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>();
base.gameObject.GetComponent<HERO>().leftbladetrail2 = this.part_blade_l.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>();
}
}
}
if (this.myCostume.weapon_r_mesh.Length > 0)
{
this.part_blade_r = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.weapon_r_mesh));
this.part_blade_r.transform.position = this.mount_weapon_r.transform.position;
this.part_blade_r.transform.rotation = this.mount_weapon_r.transform.rotation;
this.part_blade_r.transform.parent = this.mount_weapon_r.transform.parent;
this.part_blade_r.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
if (this.part_blade_r.transform.Find("X-WeaponTrailA"))
{
this.part_blade_r.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>().Deactivate();
this.part_blade_r.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>().Deactivate();
if (base.gameObject.GetComponent<HERO>())
{
base.gameObject.GetComponent<HERO>().rightbladetrail = this.part_blade_r.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>();
base.gameObject.GetComponent<HERO>().rightbladetrail2 = this.part_blade_r.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>();
}
}
}
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateGlreplaced()
{
this.part_glreplaced = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/glreplaced"));
this.part_glreplaced.transform.position = this.part_head.transform.position;
this.part_glreplaced.transform.rotation = this.part_head.transform.rotation;
this.part_glreplaced.transform.parent = baseT.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
}
19
Source : CharacterMaterials.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private static void NewMaterial(string pref)
{
Texture mainTexture = (Texture)Object.Instantiate(Resources.Load("NewTexture/" + pref));
Material material = (Material)Object.Instantiate(Resources.Load("NewTexture/MaterialCharacter"));
material.mainTexture = mainTexture;
Materials.Add(pref, material);
}
19
Source : ClothFactory.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private static GameObject GenerateCloth(GameObject go, string res)
{
bool flag = go.GetComponent<SkinnedMeshRenderer>() == null;
if (flag)
{
go.AddComponent<SkinnedMeshRenderer>();
}
Transform[] bones = go.GetComponent<SkinnedMeshRenderer>().bones;
SkinnedMeshRenderer component = ((GameObject)UnityEngine.Object.Instantiate(Resources.Load(res))).GetComponent<SkinnedMeshRenderer>();
component.transform.localScale = Vector3.one;
component.bones = bones;
component.quality = SkinQuality.Bone4;
return component.gameObject;
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private GameObject GenerateCloth(GameObject go, string res)
{
if (!go.GetComponent<SkinnedMeshRenderer>())
{
go.AddComponent<SkinnedMeshRenderer>();
}
SkinnedMeshRenderer component = go.GetComponent<SkinnedMeshRenderer>();
Transform[] bones = component.bones;
SkinnedMeshRenderer component2 = ((GameObject)UnityEngine.Object.Instantiate(CacheResources.Load(res))).GetComponent<SkinnedMeshRenderer>();
component2.gameObject.transform.parent = component.gameObject.transform.parent;
component2.transform.localPosition = Vectors.zero;
component2.transform.localScale = Vectors.one;
component2.bones = bones;
component2.quality = SkinQuality.Auto;
return component2.gameObject;
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateFace()
{
this.part_face = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/character_face"));
this.part_face.transform.position = this.part_head.transform.position;
this.part_face.transform.rotation = this.part_head.transform.rotation;
this.part_face.transform.parent = baseT.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateHair()
{
UnityEngine.Object.Destroy(this.part_hair);
if (!this.IsDeadBody)
{
ClothFactory.DisposeObject(this.part_hair_1);
}
if (this.myCostume.hair_mesh != string.Empty)
{
this.part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.hair_mesh));
this.part_hair.transform.position = this.part_head.transform.position;
this.part_hair.transform.rotation = this.part_head.transform.rotation;
this.part_hair.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
this.part_hair.renderer.material = CharacterMaterials.Materials[this.myCostume.hairInfo.texture];
this.part_hair.renderer.material.color = this.myCostume.hair_color;
}
if (this.myCostume.hair_1_mesh.Length > 0 && !this.IsDeadBody)
{
string name = "Character/" + this.myCostume.hair_1_mesh;
Material material = CharacterMaterials.Materials[this.myCostume.hairInfo.texture];
this.part_hair_1 = ClothFactory.GetHair(this.reference, name, material, this.myCostume.hair_color);
}
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateUpperBody()
{
UnityEngine.Object.Destroy(this.part_upper_body);
UnityEngine.Object.Destroy(this.part_brand_1);
UnityEngine.Object.Destroy(this.part_brand_2);
UnityEngine.Object.Destroy(this.part_brand_3);
UnityEngine.Object.Destroy(this.part_brand_4);
UnityEngine.Object.Destroy(this.part_chest_1);
UnityEngine.Object.Destroy(this.part_chest_2);
if (!this.IsDeadBody)
{
ClothFactory.DisposeObject(this.part_chest_3);
}
this.CreateCape();
if (this.myCostume.part_chest_object_mesh.Length > 0)
{
this.part_chest_1 = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.part_chest_object_mesh));
this.part_chest_1.transform.position = this.chest_info.transform.position;
this.part_chest_1.transform.rotation = this.chest_info.transform.rotation;
this.part_chest_1.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
this.part_chest_1.renderer.material = CharacterMaterials.Materials[this.myCostume.part_chest_object_texture];
}
if (this.myCostume.part_chest_1_object_mesh.Length > 0)
{
this.part_chest_2 = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.part_chest_1_object_mesh));
this.part_chest_2.transform.position = this.chest_info.transform.position;
this.part_chest_2.transform.rotation = this.chest_info.transform.rotation;
this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
this.part_chest_2.renderer.material = CharacterMaterials.Materials[this.myCostume.part_chest_1_object_texture];
}
if (this.myCostume.part_chest_skinned_cloth_mesh.Length > 0 && !this.IsDeadBody)
{
this.part_chest_3 = ClothFactory.GetCape(this.reference, "Character/" + this.myCostume.part_chest_skinned_cloth_mesh, CharacterMaterials.Materials[this.myCostume.part_chest_skinned_cloth_texture]);
}
if (this.myCostume.body_mesh.Length > 0)
{
this.part_upper_body = this.GenerateCloth(this.reference, "Character/" + this.myCostume.body_mesh);
this.part_upper_body.renderer.material = CharacterMaterials.Materials[this.myCostume.body_texture];
}
if (this.myCostume.brand1_mesh.Length > 0)
{
this.part_brand_1 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand1_mesh);
this.part_brand_1.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
}
if (this.myCostume.brand2_mesh.Length > 0)
{
this.part_brand_2 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand2_mesh);
this.part_brand_2.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
}
if (this.myCostume.brand3_mesh.Length > 0)
{
this.part_brand_3 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand3_mesh);
this.part_brand_3.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
}
if (this.myCostume.brand4_mesh.Length > 0)
{
this.part_brand_4 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand4_mesh);
this.part_brand_4.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
}
this.part_head.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
this.part_chest.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
}
19
Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void ApplyHairSkin(int hair, int eye, string hairlink)
{
Destroy(this.part_hair);
this.hair = CostumeHair.hairsM[hair];
this.hairType = hair;
if (this.hair.hair != string.Empty)
{
part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
part_hair.transform.parent = this.hair_go_ref.transform.parent;
part_hair.transform.position = this.hair_go_ref.transform.position;
part_hair.transform.rotation = this.hair_go_ref.transform.rotation;
part_hair.transform.localScale = this.hair_go_ref.transform.localScale;
part_hair.renderer.material = CharacterMaterials.Materials[this.hair.texture];
}
if (hairSkin != null)
{
hairSkin = new Anarchy.Skins.replacedans.replacedanSkinHair(part_hair, hairlink);
}
Anarchy.Skins.Skin.Check(hairSkin, new string[] { hairlink });
this.setFacialTexture(this.eye, eye);
}
19
Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
[RPC]
private void setHairPRC(int type, int eye_type, float c1, float c2, float c3)
{
UnityEngine.Object.Destroy(this.part_hair);
this.hair = CostumeHair.hairsM[type];
this.hairType = type;
if (this.hair.hair != string.Empty)
{
GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
gameObject.transform.parent = this.hair_go_ref.transform.parent;
gameObject.transform.position = this.hair_go_ref.transform.position;
gameObject.transform.rotation = this.hair_go_ref.transform.rotation;
gameObject.transform.localScale = this.hair_go_ref.transform.localScale;
gameObject.renderer.material = CharacterMaterials.Materials[this.hair.texture];
gameObject.renderer.material.color = new Color(c1, c2, c3);
this.part_hair = gameObject;
}
this.setFacialTexture(this.eye, eye_type);
}
19
Source : Bullet.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void Start()
{
this.rope = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("rope"));
this.lineRenderer = this.rope.GetComponent<LineRenderer>();
FengGameManagerMKII.FGM.AddHook(this);
}
19
Source : CharacterMaterials.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public static void Init()
{
if (initialized)
{
return;
}
initialized = true;
Materials = new Dictionary<string, Material>();
NewMaterial("AOTTG_HERO_3DMG");
NewMaterial("aottg_hero_AHSS_3dmg");
NewMaterial("aottg_hero_annie_cap_causal");
NewMaterial("aottg_hero_annie_cap_uniform");
NewMaterial("aottg_hero_brand_sc");
NewMaterial("aottg_hero_brand_mp");
NewMaterial("aottg_hero_brand_g");
NewMaterial("aottg_hero_brand_ts");
NewMaterial("aottg_hero_skin_1");
NewMaterial("aottg_hero_skin_2");
NewMaterial("aottg_hero_skin_3");
NewMaterial("aottg_hero_casual_fa_1");
NewMaterial("aottg_hero_casual_fa_2");
NewMaterial("aottg_hero_casual_fa_3");
NewMaterial("aottg_hero_casual_fb_1");
NewMaterial("aottg_hero_casual_fb_2");
NewMaterial("aottg_hero_casual_ma_1");
NewMaterial("aottg_hero_casual_ma_1_ahss");
NewMaterial("aottg_hero_casual_ma_2");
NewMaterial("aottg_hero_casual_ma_3");
NewMaterial("aottg_hero_casual_mb_1");
NewMaterial("aottg_hero_casual_mb_2");
NewMaterial("aottg_hero_casual_mb_3");
NewMaterial("aottg_hero_casual_mb_4");
NewMaterial("aottg_hero_uniform_fa_1");
NewMaterial("aottg_hero_uniform_fa_2");
NewMaterial("aottg_hero_uniform_fa_3");
NewMaterial("aottg_hero_uniform_fb_1");
NewMaterial("aottg_hero_uniform_fb_2");
NewMaterial("aottg_hero_uniform_ma_1");
NewMaterial("aottg_hero_uniform_ma_2");
NewMaterial("aottg_hero_uniform_ma_3");
NewMaterial("aottg_hero_uniform_mb_1");
NewMaterial("aottg_hero_uniform_mb_2");
NewMaterial("aottg_hero_uniform_mb_3");
NewMaterial("aottg_hero_uniform_mb_4");
NewMaterial("hair_annie");
NewMaterial("hair_armin");
NewMaterial("hair_boy1");
NewMaterial("hair_boy2");
NewMaterial("hair_boy3");
NewMaterial("hair_boy4");
NewMaterial("hair_eren");
NewMaterial("hair_girl1");
NewMaterial("hair_girl2");
NewMaterial("hair_girl3");
NewMaterial("hair_girl4");
NewMaterial("hair_girl5");
NewMaterial("hair_hanji");
NewMaterial("hair_jean");
NewMaterial("hair_levi");
NewMaterial("hair_marco");
NewMaterial("hair_mike");
NewMaterial("hair_petra");
NewMaterial("hair_rico");
NewMaterial("hair_sasha");
NewMaterial("hair_mikasa");
Texture mainTexture = (Texture)Object.Instantiate(Resources.Load("NewTexture/aottg_hero_eyes"));
Material material = (Material)Object.Instantiate(Resources.Load("NewTexture/MaterialGLreplaced"));
material.mainTexture = mainTexture;
Materials.Add("aottg_hero_eyes", material);
}
19
Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void setPunkHair()
{
UnityEngine.Object.Destroy(this.part_hair);
this.hair = CostumeHair.hairsM[3];
this.hairType = 3;
GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
gameObject.transform.parent = this.hair_go_ref.transform.parent;
gameObject.transform.position = this.hair_go_ref.transform.position;
gameObject.transform.rotation = this.hair_go_ref.transform.rotation;
gameObject.transform.localScale = this.hair_go_ref.transform.localScale;
gameObject.renderer.material = CharacterMaterials.Materials[this.hair.texture];
int num = UnityEngine.Random.Range(1, 4);
if (num == 1)
{
gameObject.renderer.material.color = FengColor.hairPunk1;
}
if (num == 2)
{
gameObject.renderer.material.color = FengColor.hairPunk2;
}
if (num == 3)
{
gameObject.renderer.material.color = FengColor.hairPunk3;
}
this.part_hair = gameObject;
this.setFacialTexture(this.eye, 0);
if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
{
BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
{
this.hairType,
0,
this.part_hair.renderer.material.color.r,
this.part_hair.renderer.material.color.g,
this.part_hair.renderer.material.color.b
});
}
}
19
Source : IN_GAME_MAIN_CAMERA.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void setDayLight(DayLight val)
{
DayLight = val;
if (DayLight == DayLight.Night)
{
GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("flashlight"));
gameObject.transform.parent = BaseT;
gameObject.transform.position = BaseT.position;
gameObject.transform.rotation = Quaternion.Euler(353f, 0f, 0f);
RenderSettings.ambientLight = FengColor.nightAmbientLight;
CacheGameObject.Find("mainLight").GetComponent<Light>().color = FengColor.nightLight;
BaseG.GetComponent<Skybox>().material = this.skyBoxNIGHT;
}
if (DayLight == DayLight.Day)
{
RenderSettings.ambientLight = FengColor.dayAmbientLight;
CacheGameObject.Find("mainLight").GetComponent<Light>().color = FengColor.dayLight;
BaseG.GetComponent<Skybox>().material = this.skyBoxDAY;
}
if (DayLight == DayLight.Dawn)
{
RenderSettings.ambientLight = FengColor.dawnAmbientLight;
CacheGameObject.Find("mainLight").GetComponent<Light>().color = FengColor.dawnAmbientLight;
BaseG.GetComponent<Skybox>().material = this.skyBoxDAWN;
}
this.snapShotCamera.gameObject.GetComponent<Skybox>().material = BaseG.GetComponent<Skybox>().material;
}
19
Source : FlareMovement.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void Start()
{
this.hero = IN_GAME_MAIN_CAMERA.MainObject;
if (!this.nohint && this.hero != null)
{
this.hint = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("UI/" + this.color + "FlareHint"));
if (this.color == "Black")
{
this.offY = Vectors.up * 0.4f;
}
else
{
this.offY = Vectors.up * 0.5f;
}
this.hint.transform.parent = base.transform.root;
this.hint.transform.position = this.hero.transform.position + this.offY;
Vector3 vector = base.transform.position - this.hint.transform.position;
float num = Mathf.Atan2(-vector.z, vector.x) * 57.29578f;
this.hint.transform.rotation = Quaternion.Euler(-90f, num + 180f, 0f);
this.hint.transform.localScale = Vectors.zero;
iTween.ScaleTo(this.hint, iTween.Hash(new object[]
{
"x",
1f,
"y",
1f,
"z",
1f,
"easetype",
iTween.EaseType.easeOutElastic,
"time",
1f
}));
iTween.ScaleTo(this.hint, iTween.Hash(new object[]
{
"x",
0,
"y",
0,
"z",
0,
"easetype",
iTween.EaseType.easeInBounce,
"time",
0.5f,
"delay",
2.5f
}));
}
}
19
Source : FlareMovement.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void OnEnable()
{
this.hero = IN_GAME_MAIN_CAMERA.MainObject;
if (!this.nohint && this.hero != null)
{
if (hint == null)
{
this.hint = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("UI/" + this.color + "FlareHint"));
}
if (this.color == "Black")
{
this.offY = Vectors.up * 0.4f;
}
else
{
this.offY = Vectors.up * 0.5f;
}
this.hint.transform.parent = base.transform.root;
this.hint.transform.position = this.hero.transform.position + this.offY;
Vector3 vector = base.transform.position - this.hint.transform.position;
float num = Mathf.Atan2(-vector.z, vector.x) * 57.29578f;
this.hint.transform.rotation = Quaternion.Euler(-90f, num + 180f, 0f);
this.hint.transform.localScale = Vectors.zero;
iTween.ScaleTo(this.hint, iTween.Hash(new object[]
{
"x",
1f,
"y",
1f,
"z",
1f,
"easetype",
iTween.EaseType.easeOutElastic,
"time",
1f
}));
iTween.ScaleTo(this.hint, iTween.Hash(new object[]
{
"x",
0,
"y",
0,
"z",
0,
"easetype",
iTween.EaseType.easeInBounce,
"time",
0.5f,
"delay",
2.5f
}));
}
timer = 0f;
}
19
Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void setHairVanilla()
{
UnityEngine.Object.Destroy(this.part_hair);
int num = UnityEngine.Random.Range(0, CostumeHair.hairsM.Length);
if (num == 3)
{
num = 9;
}
this.hairType = num;
this.hair = CostumeHair.hairsM[num];
if (this.hair.hair == string.Empty)
{
this.hair = CostumeHair.hairsM[9];
this.hairType = 9;
}
this.part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
this.part_hair.transform.parent = this.hair_go_ref.transform.parent;
this.part_hair.transform.position = this.hair_go_ref.transform.position;
this.part_hair.transform.rotation = this.hair_go_ref.transform.rotation;
this.part_hair.transform.localScale = this.hair_go_ref.transform.localScale;
this.part_hair.renderer.material = CharacterMaterials.Materials[this.hair.texture];
this.part_hair.renderer.material.color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
int num2 = UnityEngine.Random.Range(1, 8);
this.setFacialTexture(this.eye, num2);
if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
{
BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
{
this.hairType,
num2,
this.part_hair.renderer.material.color.r,
this.part_hair.renderer.material.color.g,
this.part_hair.renderer.material.color.b
});
}
}
19
Source : UIMainReferences.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void Start()
{
GameObject.Find("VERSION").GetComponent<UILabel>().text = "Loading...";
NGUITools.SetActive(this.panelMain, false);
if (isGAMEFirstLaunch)
{
isGAMEFirstLaunch = false;
GameObject input = (GameObject)Resources.Load("InputManagerController");
input.GetComponent<FengCustomInputs>().enabled = false;
input.AddComponent<Anarchy.InputManager>();
var inputs = (GameObject)Instantiate(input);
inputs.name = "InputManagerController";
DontDestroyOnLoad(inputs);
new GameObject("AnarchyManager").AddComponent<Anarchy.AnarchyManager>();
}
Anarchy.Network.NetworkManager.TryRejoin();
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateHead()
{
UnityEngine.Object.Destroy(this.part_eye);
UnityEngine.Object.Destroy(this.part_face);
UnityEngine.Object.Destroy(this.part_glreplaced);
UnityEngine.Object.Destroy(this.part_hair);
if (!this.IsDeadBody)
{
ClothFactory.DisposeObject(this.part_hair_1);
}
this.CreateHair();
if (this.myCostume.eye_mesh.Length > 0)
{
this.part_eye = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.eye_mesh));
this.part_eye.transform.position = this.part_head.transform.position;
this.part_eye.transform.rotation = this.part_head.transform.rotation;
this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
this.SetFacialTexture(this.part_eye, this.myCostume.eye_texture_id);
}
if (this.myCostume.beard_texture_id >= 0)
{
this.CreateFace();
this.SetFacialTexture(this.part_face, this.myCostume.beard_texture_id);
}
if (this.myCostume.glreplaced_texture_id >= 0)
{
this.CreateGlreplaced();
this.SetFacialTexture(this.part_glreplaced, this.myCostume.glreplaced_texture_id);
}
string indexHead = myCostume.skin_texture;
string indexChest = myCostume.skin_texture;
if (!CharacterMaterials.Materials.ContainsKey(indexHead))
{
indexHead = "hair_annie";
}
if (!CharacterMaterials.Materials.ContainsKey(indexChest))
{
indexChest = "aottg_hero_skin_1";
}
this.part_head.renderer.material = CharacterMaterials.Materials[indexHead];
this.part_chest.renderer.material = CharacterMaterials.Materials[indexChest];
}
19
Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void CreateHead()
{
UnityEngine.Object.Destroy(this.part_eye);
UnityEngine.Object.Destroy(this.part_face);
UnityEngine.Object.Destroy(this.part_glreplaced);
UnityEngine.Object.Destroy(this.part_hair);
if (!this.IsDeadBody)
{
ClothFactory.DisposeObject(this.part_hair_1);
}
this.CreateHair();
if (this.myCostume.eye_mesh.Length > 0)
{
this.part_eye = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.eye_mesh));
this.part_eye.transform.position = this.part_head.transform.position;
this.part_eye.transform.rotation = this.part_head.transform.rotation;
this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
this.SetFacialTexture(this.part_eye, this.myCostume.eye_texture_id);
}
if (this.myCostume.beard_texture_id >= 0)
{
this.CreateFace();
this.SetFacialTexture(this.part_face, this.myCostume.beard_texture_id);
}
if (this.myCostume.glreplaced_texture_id >= 0)
{
this.CreateGlreplaced();
this.SetFacialTexture(this.part_glreplaced, this.myCostume.glreplaced_texture_id);
}
string indexHead = myCostume.skin_texture;
string indexChest = myCostume.skin_texture;
if(!CharacterMaterials.Materials.ContainsKey(indexHead))
{
indexHead = "hair_annie";
}
if (!CharacterMaterials.Materials.ContainsKey(indexChest))
{
indexChest = "aottg_hero_skin_1";
}
this.part_head.renderer.material = CharacterMaterials.Materials[indexHead];
this.part_chest.renderer.material = CharacterMaterials.Materials[indexChest];
}
19
Source : MapCeiling.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void Start()
{
GameObject bombCeiling = (GameObject)UnityEngine.Object.Instantiate(Optimization.Caching.CacheResources.RCLoad("barrier"), new Vector3(0f, 280f, 0f), Quaternion.idenreplacedy);
bombCeiling.transform.position = this.transform.position;
bombCeiling.transform.rotation = this.transform.rotation;
bombCeiling.transform.localScale = this.transform.localScale;
_barrierRef = (GameObject)UnityEngine.Object.Instantiate(Optimization.Caching.CacheResources.RCLoad("killcuboid"), new Vector3(0f, 280f, 0f), Quaternion.idenreplacedy); //name of object and xyz position, its 280 height
_barrierRef.transform.position = this.transform.position;
_barrierRef.transform.rotation = this.transform.rotation;
_barrierRef.transform.localScale = this.transform.localScale;
_color = new Color(1, 0, 0, _maxAlpha);
// check if we want to enable barrier fade.
if (UseFade)
{
UpdateTransparency();
}
else
{
// disable monobehavior "behaviors" (update will not be called).
enabled = false;
}
}
19
Source : NGUITools.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public static GameObject AddChild(GameObject parent, GameObject prefab)
{
GameObject gameObject = UnityEngine.Object.Instantiate(prefab) as GameObject;
if (gameObject != null && parent != null)
{
Transform transform = gameObject.transform;
transform.parent = parent.transform;
transform.localPosition = Vectors.zero;
transform.localRotation = Quaternion.idenreplacedy;
transform.localScale = Vectors.one;
gameObject.layer = parent.layer;
}
return gameObject;
}
19
Source : ManualPhotonViewAllocator.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
[RPC]
public void InstantiateRpc(int viewID)
{
GameObject gameObject = UnityEngine.Object.Instantiate(this.Prefab, InputToEvent.inputHitPos + new Vector3(0f, 5f, 0f), Quaternion.idenreplacedy) as GameObject;
gameObject.GetPhotonView().viewID = viewID;
OnClickDestroy component = gameObject.GetComponent<OnClickDestroy>();
component.DestroyByRpc = true;
}
19
Source : StyledComboBox.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void AddItem(object data)
{
if (this.itemPrefab != null)
{
Vector3[] array = new Vector3[4];
this.itemPrefab.GetComponent<RectTransform>().GetLocalCorners(array);
Vector3 position = array[0];
float num = position.y - array[2].y;
position.y = (float)this.items.Count * num;
StyledItem styledItem = UnityEngine.Object.Instantiate(this.itemPrefab, position, this.root.itemRoot.rotation) as StyledItem;
RectTransform component = styledItem.GetComponent<RectTransform>();
styledItem.Populate(data);
component.SetParent(this.root.itemRoot.transform, false);
component.pivot = new Vector2(0f, 1f);
component.anchorMin = new Vector2(0f, 1f);
component.anchorMax = Vectors.v2one;
component.ancreplaceddPosition = new Vector2(0f, position.y);
this.items.Add(styledItem);
component.offsetMin = new Vector2(0f, position.y + num);
component.offsetMax = new Vector2(0f, position.y);
this.root.itemRoot.offsetMin = new Vector2(this.root.itemRoot.offsetMin.x, (float)(this.items.Count + 2) * num);
Button button = styledItem.GetButton();
int curIndex = this.items.Count - 1;
if (button != null)
{
button.onClick.AddListener(delegate
{
this.OnItemClicked(styledItem, curIndex);
});
}
}
}
19
Source : StyledComboBox.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private void CreateMenuButton(object data)
{
if (this.root.menuItem.transform.childCount > 0)
{
for (int i = this.root.menuItem.transform.childCount - 1; i >= 0; i--)
{
UnityEngine.Object.DestroyObject(this.root.menuItem.transform.GetChild(i).gameObject);
}
}
if (this.itemMenuPrefab != null && this.root.menuItem != null)
{
StyledItem styledItem = UnityEngine.Object.Instantiate(this.itemMenuPrefab) as StyledItem;
styledItem.Populate(data);
styledItem.transform.SetParent(this.root.menuItem.transform, false);
RectTransform component = styledItem.GetComponent<RectTransform>();
component.pivot = new Vector2(0.5f, 0.5f);
component.anchorMin = Vectors.v2zero;
component.anchorMax = Vectors.v2one;
component.offsetMin = Vectors.v2zero;
component.offsetMax = Vectors.v2zero;
this.root.gameObject.hideFlags = HideFlags.HideInHierarchy;
Button button = styledItem.GetButton();
if (button != null)
{
button.onClick.AddListener(new UnityAction(this.TogglePanelState));
}
}
}
19
Source : StyledComboBox.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public void InitControl()
{
if (this.root != null)
{
UnityEngine.Object.DestroyImmediate(this.root.gameObject);
}
if (this.containerPrefab != null)
{
RectTransform component = base.GetComponent<RectTransform>();
this.root = (UnityEngine.Object.Instantiate(this.containerPrefab, component.position, component.rotation) as StyledComboBoxPrefab);
this.root.transform.SetParent(base.transform, false);
RectTransform component2 = this.root.GetComponent<RectTransform>();
component2.pivot = new Vector2(0.5f, 0.5f);
component2.anchorMin = Vectors.v2zero;
component2.anchorMax = Vectors.v2one;
component2.offsetMax = Vectors.v2zero;
component2.offsetMin = Vectors.v2zero;
this.root.gameObject.hideFlags = HideFlags.HideInHierarchy;
this.root.itemPanel.gameObject.SetActive(this.isToggled);
}
}
19
Source : Pool.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
public static GameObject Enable(string name, Vector3 position, Quaternion rotation)
{
var result = (GameObject)Object.Instantiate(CacheResources.Load(name), position, rotation);
//if(result.rigidbody != null)
//{
//result.rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
//}
return result;
}
19
Source : PoolObject.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
private GameObject CreateObject(string name)
{
Object resource = name.StartsWith("RCreplacedet/") ? CacheResources.RCLoad(name) : CacheResources.Load(name);
if (resource == null)
{
throw new System.Exception($"PoolObject.CreateObject(): Cannot find Resource with name \"{name}\". Please check Keys for values.");
}
GameObject res = (GameObject)Object.Instantiate(resource);
res.AddComponent<PoolableObject>();
//Object.DontDestroyOnLoad(res);
res.SetActive(false);
return res;
}
19
Source : XffectCache.cs
with GNU General Public License v3.0
from aelariane
with GNU General Public License v3.0
from aelariane
protected Transform AddObject(string name)
{
Transform transform = base.transform.Find(name);
if (transform == null)
{
Debug.Log("object:" + name + "doesn't exist!");
return null;
}
Transform transform2 = UnityEngine.Object.Instantiate(transform, Vectors.zero, Quaternion.idenreplacedy) as Transform;
this.ObjectDic[name].Add(transform2);
transform2.gameObject.SetActive(false);
Xffect component = transform2.GetComponent<Xffect>();
if (component != null)
{
component.Initialize();
}
return transform2;
}
19
Source : NucleonSpawner.cs
with MIT License
from alchemz
with MIT License
from alchemz
void SpawnNucleon()
{
Nucleon prefab = nucleonPrefabs[Random.Range(0, nucleonPrefabs.Length)];
Nucleon spawn = Instantiate<Nucleon>(prefab);
spawn.transform.localPosition = Random.onUnitSphere * spawnDistance;
}
19
Source : LocalPlayerController.cs
with GNU General Public License v3.0
from ARPOISE
with GNU General Public License v3.0
from ARPOISE
public void SpawnAnchor(Vector3 position, Quaternion rotation, Component anchor)
{
// Instantiate Anchor model at the hit pose.
var anchorObject = Instantiate(AnchorPrefab, position, rotation);
// Anchor must be hosted in the device.
anchorObject.GetComponent<AnchorController>().HostLastPlacedAnchor(anchor);
// Host can spawn directly without using a Command because the server is running in this instance.
#pragma warning disable 618
NetworkServer.Spawn(anchorObject);
#pragma warning restore 618
}
19
Source : LocalPlayerController.cs
with GNU General Public License v3.0
from ARPOISE
with GNU General Public License v3.0
from ARPOISE
[Command]
#pragma warning restore 618
public void CmdSpawnStar(Vector3 position, Quaternion rotation)
{
// Instantiate Star model at the hit pose.
var starObject = Instantiate(StarPrefab, position, rotation);
// Spawn the object in all clients.
#pragma warning disable 618
NetworkServer.Spawn(starObject);
#pragma warning restore 618
}
19
Source : WorkingAreaBase.cs
with MIT License
from arran-nz
with MIT License
from arran-nz
protected void AddWorkers(int amount)
{
if(amount >= 1)
{
Workers.Value += amount;
for (int i = 0; i < amount; i++)
{
Vector2 randomOffset = new Vector3(
UnityEngine.Random.Range(-WorkerSpawnRangeX, WorkerSpawnRangeX),
0);
Instantiate(
workerPrefab,
DepositPosition + randomOffset,
new Quaternion(0,0,0,0),
this.transform);
}
}
}
19
Source : MineManager.cs
with MIT License
from arran-nz
with MIT License
from arran-nz
public void AddNewMine()
{
GameController.Instance.SpendCash(newMineCost,
() =>
{
Vector3 spawnPos = new Vector3(
Mines[0].transform.position.x,
Mines[MineCount - 1].transform.position.y - MINE_SPACING
);
GameObject clone = Instantiate(
minePrefab,
spawnPos,
new Quaternion(0, 0, 0, 0),
this.transform);
Mine newMine = clone.GetComponent<Mine>();
Mines.Add(newMine);
newMine.SetMineIndex(MineCount);
newMineCost = (decimal)Mathf.Pow(UPGRADE_COST_POWER, MineCount + 2);
UpdateNewMineButton(clone.transform.position);
}
);
}
19
Source : UpgradePanel.cs
with MIT License
from arran-nz
with MIT License
from arran-nz
private void PopulatePanel()
{
// Set Header and Upgrade Cost
headerDisplay.text = workingArea.WorkingAreaName + " Level " + workingArea.AreaLevel;
upgradeCostDisplay.text = StringFormatter.GetCurrencyString(workingArea.CurrentUpgradeCost);
// Clear and destroy any existing attribute displays if present
if (areaAttributeDisplays.Count > 0)
{
foreach (var item in areaAttributeDisplays)
{
Destroy(item.gameObject);
}
areaAttributeDisplays.Clear();
}
int visibleAttributeCount = 0;
// If working area has the ability to add workers, display this
if (workingArea.CanAddWorkers)
{
GameObject clone = Instantiate(areaStatPrefab, areaStatsSpawnParent);
Vector3 spawnPos = GetAttributeSpawnPos(visibleAttributeCount, clone.transform);
AreaAttributeDisplay currentAreaStat = clone.GetComponent<AreaAttributeDisplay>();
currentAreaStat.UpdateAttributeDisplay(
workingArea.Workers.DisplayName,
workingArea.Workers.GetDisplayString(),
workingArea.Workers.StringFormatMethod(workingArea.Workers.GetUpgradeAmount()),
spawnPos
);
areaAttributeDisplays.Add(currentAreaStat);
visibleAttributeCount = 1;
}
// Populate the <decimal> attribute displays with new data
foreach (AreaAttribute<decimal> currentAttribute in workingArea.AreaAttributes)
{
GameObject clone = Instantiate(areaStatPrefab, areaStatsSpawnParent);
Vector3 spawnPos = GetAttributeSpawnPos(visibleAttributeCount, clone.transform);
AreaAttributeDisplay currentAreaStat = clone.GetComponent<AreaAttributeDisplay>();
currentAreaStat.UpdateAttributeDisplay(
currentAttribute.DisplayName,
currentAttribute.GetDisplayString(),
currentAttribute.StringFormatMethod(currentAttribute.GetUpgradeAmount()),
spawnPos
);
areaAttributeDisplays.Add(currentAreaStat);
visibleAttributeCount++;
}
}
19
Source : LocalPlayerController.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
public void SpawnAnchor(Vector3 position, Quaternion rotation, Component anchor)
{
// Instantiate Anchor model at the hit pose.
var anchorObject = Instantiate(AnchorPrefab, position, rotation);
// Anchor must be hosted in the device.
anchorObject.GetComponent<AnchorController>().HostLastPlacedAnchor(anchor);
// Host can spawn directly without using a Command because the server is running in this instance.
NetworkServer.Spawn(anchorObject);
}
19
Source : LocalPlayerController.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
[Command]
public void CmdSpawnStar(Vector3 position, Quaternion rotation)
{
// Instantiate Star model at the hit pose.
var starObject = Instantiate(StarPrefab, position, rotation);
// Spawn the object in all clients.
NetworkServer.Spawn(starObject);
}
19
Source : CustomCreateObject.cs
with GNU General Public License v3.0
from Athlon007
with GNU General Public License v3.0
from Athlon007
public override void OnEnter()
{
newObject = GameObject.Instantiate(prefab);
newObject.transform.position = parent.transform.position;
newObject.name = newObject.name.Replace("(Clone)(Clone)", "(Clone)");
newObject.SetActive(true);
newObject.AddComponent<ItemBehaviour>();
}
19
Source : ItemsManager.cs
with GNU General Public License v3.0
from Athlon007
with GNU General Public License v3.0
from Athlon007
internal void Initialize()
{
cashRegisterHook = GameObject.Find("STORE/StoreCashRegister/Register").AddComponent<CashRegisterBehaviour>();
Transform spawner = GameObject.Find("Spawner").transform;
InjectSpawnScripts(spawner.Find("CreateItems").gameObject);
InjectSpawnScripts(spawner.Find("CreateSpraycans").gameObject);
InjectSpawnScripts(spawner.Find("CreateShoppingbag").gameObject);
InjectSpawnScripts(spawner.Find("CreateMooseMeat").gameObject);
InjectSpawnScripts(GameObject.Find("fish trap(itemx)").transform.Find("Spawn").gameObject);
GetCanTrigger();
// Car parts order bill hook.
try
{
GameObject storeLOD = GameObject.Find("STORE").transform.Find("LOD").gameObject;
GameObject activateStore = storeLOD.transform.Find("ActivateStore").gameObject;
bool lodLastState = storeLOD.activeSelf;
bool activeStore = activateStore.activeSelf;
if (!lodLastState)
storeLOD.SetActive(true);
if (!activeStore)
activateStore.SetActive(true);
GameObject postOrder = GameObject.Find("STORE").transform.Find("LOD/ActivateStore/PostOffice/PostOrderBuy").gameObject;
bool isPostOrderActive = postOrder.activeSelf;
postOrder.SetActive(true);
FsmHook.FsmInject(postOrder, "State 3", cashRegisterHook.Packages);
if (!isPostOrderActive)
postOrder.SetActive(false);
storeLOD.SetActive(lodLastState);
activateStore.SetActive(activateStore);
}
catch
{
throw new System.Exception("Couldn't inject PostOrderBuy object.");
}
InitializeList();
// Hooks all bottles and adds adds BeerBottle script to them, which deletes the object and adds the ItemHook to them.
Dictionary<string, string> names = new Dictionary<string, string>()
{
{
"BottleBeerFly",
"empty bottle(Clone)"
},
{
"BottleBoozeFly",
"empty bottle(Clone)"
},
{
"BottleSpiritFly",
"empty bottle(Clone)"
},
{
"CoffeeFly",
"empty cup(Clone)"
},
{
"MilkFly",
"empty pack(Clone)"
},
{
"VodkaShotFly",
"empty glreplaced(Clone)"
}
};
foreach (GameObject gameObject in Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => names.ContainsKey(obj.name) && obj.GetComponent<PlayMakerFSM>() != null))
{
gameObject.AddComponent<ThrowableJunkBehaviour>();
}
// Hook the prefab of firewood.
GameObject firewoodPrefab = Resources.FindObjectsOfTypeAll<GameObject>().FirstOrDefault(f => f.name.EqualsAny("firewood") && f.GetComponent<PlayMakerFSM>() == null).gameObject;
if (firewoodPrefab)
{
firewoodPrefab.AddComponent<ItemBehaviour>();
}
// Hook the prefab of log.
GameObject logPrefab = Resources.FindObjectsOfTypeAll<GameObject>().FirstOrDefault(f => f.name.EqualsAny("log") && f.GetComponent<PlayMakerFSM>() == null).gameObject;
if (logPrefab)
{
logPrefab.AddComponent<ItemBehaviour>();
logPrefab.transform.Find("log(Clone)").gameObject.AddComponent<ItemBehaviour>();
}
foreach (var f in Resources.FindObjectsOfTypeAll<GameObject>().Where(g => g.name == "log(Clone)"))
{
f.AddComponent<ItemBehaviour>();
}
radiatorHose3Database = GameObject.Find("Database/DatabaseMechanics/RadiatorHose3").GetPlayMakerFSM("Data");
GameObject attachedHose = Resources.FindObjectsOfTypeAll<GameObject>().First(g => g.name == "radiator hose3(xxxxx)");
realRadiatorHose = Resources.FindObjectsOfTypeAll<GameObject>().First(g => g.name == "radiator hose3(Clone)");
GameObject dummy = GameObject.Instantiate(realRadiatorHose); // used for spawning the radiator hose3 after it gets detached.
UnityEngine.Object.Destroy(dummy.GetComponent<ItemBehaviour>());
dummy.SetActive(false);
dummy.name = dummy.name.Replace("(Clone)(Clone)", "(Clone)");
Transform t = SaveManager.GetRadiatorHose3Transform();
if (!attachedHose.activeSelf)
{
realRadiatorHose.transform.position = t.position;
realRadiatorHose.transform.rotation = t.rotation;
realRadiatorHose.SetActive(true);
}
radiatorHose3Database.FsmVariables.GameObjectVariables.First(g => g.Name == "SpawnThis").Value = realRadiatorHose;
}
19
Source : Loader.cs
with GNU General Public License v3.0
from Athlon007
with GNU General Public License v3.0
from Athlon007
public void Initialize(bool overrideUpdateCheck)
{
lastModListPath = $"{MOP.ModConfigPath}/LastModList.mop";
lastDateFilePath = $"{MOP.ModConfigPath}/LastUpdate.mop";
this.overrideUpdateCheck = overrideUpdateCheck;
if (GameObject.Find("MOP_Messager") != null)
{
message = GameObject.Find("MOP_Messager").GetComponent<TextMesh>();
shadow = message.gameObject.transform.GetChild(0).gameObject.GetComponent<TextMesh>();
}
else
{
float div = (float)Screen.width / (float)Screen.height;
float x = div < 1.3f ? 4f : div < 1.6f ? 4.5f : 6f;
GameObject text = GameObject.Instantiate(GameObject.Find("Interface/Songs/Text"));
text.transform.localPosition = new Vector3(x, 2.6f, 0.01f);
text.name = "MOP_Messager";
message = text.GetComponent<TextMesh>();
message.alignment = TextAlignment.Right;
message.anchor = TextAnchor.UpperRight;
shadow = text.transform.GetChild(0).gameObject.GetComponent<TextMesh>();
shadow.alignment = TextAlignment.Right;
shadow.anchor = TextAnchor.UpperRight;
NewMessage("");
}
if (!MOP.RulesAutoUpdate.Value && !overrideUpdateCheck)
{
ModConsole.Log("<color=orange>[MOP] Rule files auto update is disabled.</color>");
GetAndReadRules();
return;
}
// Don't check if the server is online, if the update check has been done already.
if (RulesManager.Instance.UpdateChecked)
{
GetAndReadRules();
return;
}
// If server or user is offline, skip downloading and simply load available files.
if (!IsServerOnline())
{
ModConsole.Log("<color=red>[MOP] Connection error. Check your Internet connection.</color>");
GetAndReadRules();
return;
}
StartCoroutine(DownloadAndUpdateRoutine());
}
19
Source : GameObjectFactory.cs
with Apache License 2.0
from bnoazx005
with Apache License 2.0
from bnoazx005
public IEnreplacedy Spawn(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent)
{
GameObject gameObjectInstance = GameObject.Instantiate(prefab, position, rotation, parent);
IView viewComponent = gameObjectInstance.GetComponent<IView>() ?? throw new NullReferenceException();
EnreplacedyId linkedEnreplacedyId = mWorldContext.CreateEnreplacedy(/*gameObjectInstance.name*/);
IEnreplacedy linkedEnreplacedy = mWorldContext.GetEnreplacedyById(linkedEnreplacedyId);
viewComponent.WorldContext = mWorldContext;
linkedEnreplacedy.AddComponent(new TViewComponent { mView = viewComponent as BaseView });
viewComponent.Link(linkedEnreplacedyId);
return linkedEnreplacedy;
}
19
Source : SpawnSystem.cs
with Apache License 2.0
from bnoazx005
with Apache License 2.0
from bnoazx005
public override void Update(List<IEnreplacedy> enreplacedies, float deltaTime)
{
for (int i = 0; i < enreplacedies.Count; ++i)
{
GameObject.Instantiate(mPrefab, enreplacedies[i].GetComponent<TClickedComponent>().mWorldPosition,
Quaternion.idenreplacedy, null);
}
}
19
Source : GraphAsset.cs
with MIT License
from BrunoS3D
with MIT License
from BrunoS3D
public Graphreplacedet GetClone() {
Graphreplacedet instance = Instantiate(this);
instance.isInstance = true;
return instance;
}
19
Source : TextureUtil.cs
with MIT License
from CitiesSkylinesMods
with MIT License
from CitiesSkylinesMods
private static UITextureAtlas PackTextures(string atlasName,
IntVector2 atlreplacedizeHint,
List<Texture2D> loadedTextures,
List<string> loadedSpriteNames) {
Texture2D texture2D = new Texture2D(
width: atlreplacedizeHint.x,
height: atlreplacedizeHint.y,
format: TextureFormat.ARGB32,
mipmap: false);
Rect[] regions = texture2D.PackTextures(
textures: loadedTextures.ToArray(),
padding: 2,
maximumAtlreplacedize: Math.Max(atlreplacedizeHint.x, atlreplacedizeHint.y));
// Now using loaded and packed textures, create the atlas with sprites
UITextureAtlas newAtlas = ScriptableObject.CreateInstance<UITextureAtlas>();
var uiView = UIView.GetAView();
Material material = UnityEngine.Object.Instantiate(uiView.defaultAtlas.material);
material.mainTexture = texture2D;
newAtlas.material = material;
newAtlas.name = atlasName;
for (int i = 0; i < loadedTextures.Count; i++) {
var item = new UITextureAtlas.SpriteInfo {
name = loadedSpriteNames[i],
texture = loadedTextures[i],
region = regions[i],
};
newAtlas.AddSprite(item);
}
return newAtlas;
}
19
Source : ParticlePainter.cs
with MIT License
from codeyuan666
with MIT License
from codeyuan666
void Start () {
UnityARSessionNativeInterface.ARFrameUpdatedEvent += ARFrameUpdated;
currentPS = Instantiate (painterParticlePrefab);
currentPaintVertices = new List<Vector3> ();
paintSystems = new List<ParticleSystem> ();
frameUpdated = false;
colorPicker.onValueChanged.AddListener( newColor => currentColor = newColor);
colorPicker.gameObject.SetActive (false);
}
19
Source : PointCloudParticleExample.cs
with MIT License
from codeyuan666
with MIT License
from codeyuan666
void Start () {
UnityARSessionNativeInterface.ARFrameUpdatedEvent += ARFrameUpdated;
currentPS = Instantiate (pointCloudParticlePrefab);
frameUpdated = false;
}
See More Examples